Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Change Log
Published on February 29, 2008 By Draginol In GalCiv Journals
Beta 5 is now here! LOTS of changes.

+ NEW: Ascension Victory is now enabled!
+ To win by Ascension Victory, build starbases on the Ascension Crystals scattered throughout the galaxy to absorb their aura.
+ Each starbase on an Ascension Crystal will give you 1 point per turn towards the necessary 1000 points to win
+ AI will use specific ascension-based flavor text to describe why they are going to war with you if that is the reason.
+ AI will now list ascension as one of the reasons why its relations with you are lower
+ AI will lower relations with you if you start to collect ascension crystals
+ Drengin AI will attempt to pick up ascension crystals if it is powerful enough (the others won’t yet)
+ When a civ is within 100 turns of winning by Ascension Victory, a notification window will appear in the upper left hand corner of the screen

+ NEW: AI Designed ships for player - optional
+ With the changes to the tech tree, most of the core ship desgins are either inaccessible or not useful to the player by the time that the user can build them -- this should help with that.
+ When the option is ON, you can set the weapon focus by clicking on the focus button on the shipyard, and the AI will try to design ships using those values.
+ As soon as you research a tech that unlocks a ship component or increases miniaturization, the AI will attempt to design ships for you. After that, it will re-design them once a game year (about 48 turns)
+ AI designed ships now use specific ship templates based on their weapons, and ships designed for the player use the name of the template for the ship name
+ The AI will only obsolete the player's ships if the previous design of the same focus is inferior to the new design (this does not affect designs you create yourself)
+ Players can now create their own ship styles for the race they are playing
+ In the ship styles, the first template is for ships that primarily have beam weapons, the second for missiles and the third for mass drivers
+ Added descriptions to the default templates to give more helpful info on the Custom Ship Style screen

+ NEW: Added AutoLaunch options
+ These options are for people who may not always use rallypoints but want their ships to automatically launch from the planet so that they can immediately take orders
+ AutoLaunch
+ Option to have rallypoints follow same rules as autolaunch
+ Min num of defenders in orbit before auto launching attack ships
+ Option to AutoLaunch transports

+ NEW: Improvement images
+ Biosphere Modulator
+ Dark Energy Lab
+ Doomsday Generator
+ Interstellar Refinery
+ Mercenary Academy
+ Molecular Fabricator
+ Robotic Farming
+ Shrine of Tandis
+ Shrine of the Mithrilar
+ Stellar Forge
+ ZeroG Amusement

+ NEW: Enabled custom maps and scenarios

+ NEW: Korx get festival of capitalism to help improve morale

+ NEW: Custom races are now enabled, with the ability to pick which tech tree they are using

+ NEW: Added treasury to the InvasionOptionsWnd so that you can decide which tactic to use

+ NEW: Drengin now design scouts

+ FIXED: Made it so that you can't select the default tech tree for a custom race

+ FIXED: Bug on missionwnd where the spinner for difficulty was obscured by the string for the galaxy size

+ FIXED: Bug where AStar wasn't checking for Ascension Crystals, which caused stuck turn button

+ FIXED: Bug where graphs were not drawing the last point

+ FIXED: Changed it so that negative values are set to 0 for the graphs - we may want to change this eventually but we would need the ability to draw in a zero line

+ FIXED: Made the graphs use their min value as the 0 value so that the graphs fill the whole area

+ FIXED: Bug in collision detection code when checking for colliding with a star that was causing stuck turn button

+ FIXED: Bug where negative values were messing up the graphs

+ FIXED: Added code to try and prevent anomalies from respawning on AI rallypoints

+ FIXED: Added code for the AI ships to deal with rallypoints that are blocked (which causes a stuck turn bug)

+ FIXED: Bug where AI wasn't checking to see if a rallypoint was marked as destroyed before assigning it as a location. This should fix stuck turn issues and possibly crashes

+ FIXED: Changed the settings in release mode to use more accurate floating point numbers, because it was causing rounding errors

+ FIXED Bug where resource graphics were not being created

+ FIXED: Bug where Terror Star gfx was in the wrong place after attacking a star

+ FIXED: Bug where spending sliders on the Economy tab of the Finance Management screen didn't update their slider positions from a previous in a new game.

+ FIXED: Crash when going to the CivManager's stats tab after starting/loading a game from within a game

+ FIXED: Bug where having a negative weapons ability would make attack ships have 0 attack. Now they get at least one.


+ TWEAK: Fixed typo in War Profiteering

+ TWEAK: Added labels to the screen where you pick your techs for your custom civ for available and selected

+ TWEAK: New colony maintainence decreased from 15 to 12.

+ TWEAK: Only constructors, terror stars and attack ships get charged maintenance now

+ TWEAK: Updated Twilight's icon

+ TWEAK: Techs are now more expensive


Comments (Page 6)
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on Mar 13, 2008
I love the Harvester, especially on a 300% bonus tile. That gives you 18B pop cap which is about right, and the growth bonus get you there quicker. Minor races all seem to have this tech so it can get a bit out of hand when they build it on a farm bonus -- 20B is manageable with the civ capital morale bonus, 28B isn't. Just like when the Thalans build the Hyperion Matrix on a farm bonus
on Mar 13, 2008
Just like when the Thalans build the Hyperion Matrix on a farm bonus


~grumbles~ Unfortunately, the AI isn't the only thing dumb enough to do so. I forgot about the farm component on that and slapped it on a farm tile on Thala. /sigh I made my bed, and now it's time to sleep in it. On the bright side, I never had so many extra troop ships....
on Mar 13, 2008
At least you don't have to pay maintenance on them anymore
on Mar 14, 2008
Can I just ask this: its getting close to crunch time is this game gonna be released soon or are we looking for a June/August release. It just seems that Sins is getting alot of attention, and while I enjoy Sins myself, It seems wrong to me to snuff an existing game that we have patiently waited for and preordered for another. I don't mind waiting a while, but I really would like to get on with TA and all its benefits soon. Thank you.
on Mar 19, 2008
Do you here that...It sounds like the winds of, of DESPAIR! Snooze Alarm on till next Beta Patch. (
on Mar 22, 2008
I'd rather they finish TA than release it with bugs and missing features. Some people can't download fixes at home.

PS - Stardock, if you are still taking requests for features, can you please add a small button to the upgraded ship design description window, so we can clear all of the text quickly. I hate having to hold down the delete key until its all gone. (I never use descriptions because you get to see hardly any of the text in other windows - a useful descriptive name for the ship class is much more useful.)
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